#include "ray.hpp"

Ray Ray::objectRromWorld(const glm::mat4 &object_from_world )const{
    glm::vec3 o = object_from_world * glm::vec4(origin, 1.f);
    glm::vec3 d = object_from_world * glm::vec4(direction, 0.f);
    return Ray{o,d};
};